We at Duangle are developing Liminal as an in-house prototyping game engine for no-static-assets procedural games, using None, an inhouse-developed programming language with unique features.

What can I expect?

Complete lack of documentation. Build problems. New features that break everything. Inexplicable crashes. Very little (if any) support should you run into trouble. Using Liminal will be a rough ride. If that doesn't scare you off, here are some of the features Liminal already provides:

Procedural: Liminal is focused on providing a toolkit for creating content procedurally and interactively. As a result, there are only few loaders for existing file formats, but many interfaces for creating sound, textures, meshes and other content on the fly.